Unlock the Orbital Refinery and boost your economy with Sins of a Solar Empire II tech upgrades like Huge Cargo Holds and Persuasive Economy.
Orbital Refinery
This technology unlocks the Orbital Refinery. These structures harvest nearby asteroids, increasing your metal and crystal income.
- Cost: 1000 Credits, 150 Metal, 250 Crystals
Huge Cargo Holds
This technology increases the cargo holds of Refinery and Trade Ships by 8%, boosting income from trade ports and orbital refineries.
- Labs Required: 4
- Technology Required: 1 Level in Orbital Commerce, 1 Level in Orbal Refinement
- Levels: 2
- Cost (Level 1): 1000 Credits, 150 Metal, 250 Crystals
- Cost (Level 2): 1100 Credits, 175 Metal, 275 Crystals
Immense Cargo Holds
This technology further increases the cargo holds of Refinery and Trade Ships by an additional 8%, significantly boosting income as you expand.
- Labs Required: 6 Civics Labs
- Technology Required: 2 Levels in Huge Cargo Holds
- Levels: 2
- Cost (Level 1): 1400 Credits, 250 Metal, 400 Crystals
- Cost (Level 2): 1500 Credits, 275 Metal, 425 Crystals
Persuasive Economy
This technology grants you 10% of credits when another player sells resources and 8% when they trade resources. It is most effective when using the black market.
- Labs Required: 8 Civics Labs
- Technology Required: 2 Levels in Immense Cargo Holds
- Levels: 2
- Cost (Level 1): 1800 Credits, 350 Metal, 500 Crystals
- Cost (Level 2): 1900 Credits, 375 Metal, 525 Crystals
Rapid Development
This technology reduces planetary development time by 25%, useful for early-game planet building.
- Labs Required: 3 Civics Labs
- Technology Required: None
- Levels: 2
- Cost (Level 1): 800 Credits, 100 Metal, 175 Crystals
- Cost (Level 2): 900 Credits, 125 Metal, 200 Crystals
Industrial Juggernaut
This technology decreases the build time for all ships by 7%, useful for rapidly building fleets for offense or defense.
- Labs Required: 7 Civics Labs
- Technology Required: None
- Levels: 3
- Cost (Level 1): 1600 Credits, 300 Metal, 475 Crystals
- Cost (Level 2): 1700 Credits, 325 Metal, 500 Crystals
- Cost (Level 3): 1800 Credits, 350 Metal, 525 Crystals
Sensor Drones
This technology unlocks the Probe Ability for the Arcova Scout Frigate.
- Labs Required: 1 Civics Lab
- Technology Required: None
- Levels: 2
- Cost (Level 1): 400 Credits, 25 Crystals
- Cost (Level 2): 500 Credits, 50 Crystals
High Density Zoning
This technology increases the population limit on Terran planets by 8%, leading to increased tax income.
- Labs Required: 1 Civics Lab
- Technology Required: None
- Levels: 2
- Cost (Level 1): 400 Credits, 25 Crystals
- Cost (Level 2): 500 Credits, 50 Crystals
Advanced Civic Design
This technology further increases the population limit on Terran planets by an additional 8%, alongside High Density Zoning for maximum tax revenue.
- Labs Required: 3 Civics Labs
- Technology Required: 2 Levels in High Density Zoning
- Levels: 2
- Cost (Level 1): 800 Credits, 100 Metal, 175 Crystals
- Cost (Level 2): 900 Credits, 125 Metal, 200 Crystals
Improved Arid Colonies
This technology increases the population limit on Desert planets by 8%, making them more valuable for tax income.
- Labs Required: 1 Civics Lab
- Technology Required: None
- Levels: 2
- Cost (Level 1): 400 Credits, 25 Crystals
- Cost (Level 2): 500 Credits, 50 Crystals
Modular Architecture
This technology decreases the cost of extractors and factories by 20%, saving credits, crystals, and metal during expansion.
- Labs Required: 1 Civics Lab
- Technology Required: None
- Levels: 2
- Cost (Level 1): 400 Credits, 25 Crystals
- Cost (Level 2): 500 Credits, 50 Crystals
Arctic Exploration
This technology allows you to colonize Ice Planets, which are crucial for crystal asteroids.
- Labs Required: 2 Civics Labs
- Technology Required: None
- Levels: 1
- Cost: 600 Credits, 50 Metal, 100 Crystals
Advanced Arctic Colonies
This technology increases the population limit on Ice planets by 8%, providing a small boost to credit income.
- Labs Required: 4 Civics Labs
- Technology Required: 1 Level in Arctic Exploration
- Levels: 2
- Cost (Level 1): 1000 Credits, 150 Metal, 250 Crystals
- Cost (Level 2): 1100 Credits, 175 Metal, 275 Crystals
Volcanic Exploitation
This technology enables you to colonize Volcanic Planets.
- Labs Required: 2 Civics Labs
- Technology Required: None
- Levels: 1
- Cost: 600 Credits, 50 Metal, 100 Crystals
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